Please use separate threads in the forum <Bug Reports> if you experience any issues:
https://steamcommunity.com/app/654890/discussions/2/
Campaigns:
- commander attributes now show stars with 10%, 30%, 50%, 70% and 90% instead of 20%, 40% etc.
- fixed: fleets stuck in battle/retreating if engaged in fort bombardment and naval engagement while strength gets low
- fixed: units do not stop although engaged in defensive battle
- newly raised units and units being transferred are now excluded from readiness calculation of the parent group
- added message for units that withdraw due to low morale, not only low strength
- fixed: AI chooses further grand policies when reloading game or returning from battle
- fixed: McDowell shows weird commander attributes
- fixed: AI is stuck constructing supply depots and not carrying out offensive/defensive operations after a while
- added: non-constructed military buildings are removed after a few days if no friendly troops are close to finish construction
- changed back: non arrived (recruited) units now reduce readiness of group
- fixed: medium of transport for paths not saved when reloading
- fixed: commander stats: battles participated always zero
- fixed: secession of WV in early scenarios not leading to Union territory
- fixed: town occupation continues although enemy unit is pulled back during occupation process
- rebalanced company foundations: the probability new companies is reduced by the already founded companies this month
- fixed: unrealistic (too high) Union unit numbering
- fixed: units joining sieges or autoresolved battles later are not shown in the monument tooltip
- fixed: sometimes units are retreating from autoresolved battles but still showing status “engaged”
- reworked AI army composition
- fixed: commanders are always defamed at their historical date
- general rebalancing of readiness
- fixed: transported units do not consume readiness
- changed: units do not consume readiness order delay is running
- fixed: zero population growth
- fixed: reloading or coming back from battle resets population and probably lowers number of volunteers/drafts
Battles:
- fixed: stuck path arrows when placing group HQ in deployment phase using ALT
- fixed: group HQ can be placed outside deployment zone while using ALT
- units do not execute lay down or rotation orders during movement to not override order delay
- retreating units do not reset retreat path if no enemies are close
- fixed: exception related to removed units leading to not-ending battles although retreat timer has expired
- fixed cohesion impact on sprite placement not updated regularly
- improved: HQ’s with independently operating subordinates sometimes may run through enemy lines
- fixed issues in historical AI movement, leading to waiting groups (eg. Reynolds at Gettysburg)
- tidying up redeployment: divisions now also influence frontlines, brigades are shifted into nearest deployment zone if they are still left outside
- AI now takes reinforcement balance into account when evaluating stance changes
- fixed: although SHIFT is pressed units are searching for covers after reforming from march column
- fixed: units create off map routes if targets (RMB) are assigned which then are disabled
- fixed: AI commanders always position on flanks without nearby enemies
- fixed: some AI troops may still be placed outside deployment zone, esp. skirmishers
- preventing redeployment of AI units in offensive battles (adjustable in debug.txt)
- removed: allow AI defensive behavior in offensive battles / has led to non-moving units due to low force balance
- rebalanced: linked groups to update new paths at a slower pace
- fixed: artillery guns are sometimes stuck at the old position for a few seconds until redeploying EOD
- bonus for commanders with correct branch of arms now only applied if he was a graduate of Westpoint
- only dismounted cavalry and infantry units may construct breastworks now
- added a workaround for AI units that are linked to other units although they should operate independently, sometimes led to hardly moving AI units
- fixed: AI sprites stay on the old position for a while when redeployed
Others:
- added game option “Always full Readiness” to options panel
- fixed: commander in chief attributes influences into the wrong direction
- fixed: loaded time (minutes) differ slightly from the saved time
Changed files in this update